This curriculum on social mentoring is the result of a collaboration of a diverse group of academics, practitioners and students from around the world and was developed and facilitated as part of the Erasmus Plus Project “Mentoring for Social Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU). It was implemented for the first time in Europe as a cross-organisational effort with a transdisciplinary approach as a blended intensive program with 30 participants from the partner countries joined by a further 220 students, practitioners and academics from NHL Stenden and the Netherlands for plenary sessions. The intended group of learners for this course are students, lecturers, researchers, academics and practitioners (mentors and program managers/coordinators of mentoring programs) interested in learning about mentoring for social inclusion and who are active in the fields of social work, youth work, sociology, health care, community work, management and organization, and related fields of practice and study programs. The weight of the program is 5 ECTS. This curriculum was developed as part of the Erasmus Plus Cooperation Partnership in Higher Educatoin “Mentoring for Social Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU), as part of WP3_A2 Training Capacity in higher education institutions, project number 2023-1-AT01-KA220-HED-000158214
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The implementation of the Ment4EU curriculum on social mentoring (Ciff & Brady, 2025) marked a historic milestone in the advancement of mentorship practices within Europe. Held in Leeuwarden, Netherlands, from 3 to 7 February 2025 as a blended intensive program, this initiative stands as the first known enterprise of its kind in the region. It successfully brought together approximately 250 participants from 29 countries, uniting academics, researchers, practitioners, and students who shared a passion for fostering social mentoring as a transformative tool for inclusion, education, and personal and professional development. This evaluation report serves as a comprehensive reflection on the outcomes of the program, assessing its methodologies, impact, and the exchanges that took place among participants. Through a detailed examination, I aimed to highlight the strengths of this pioneering initiative, identify areas for refinement, and explore pathways for broader implementation across Europe. The discussions, collaborations, and insights generated during this event have laid the groundwork for future advancements in structured mentoring, emphasizing its essential role in social cohesion and knowledge-sharing. Through this comprehensive exploration, the report aims to contribute to the ongoing discourse on social mentoring, offering insights into best practices, challenges, and opportunities for expanding mentorship frameworks in European academic institutions. This evaluation report is part of the Erasmus Plus Cooperation Partnership in Higher Education “Mentoring forSocial Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU), project number 2023-1-AT01-KA220-HED-000158214
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The Sport Empowers Disabled Youth 2 (SEDY2) project encourages inclusion and equal opportunities in sport for youth with a disability by raising their sports and exercise participation in inclusive settings. The SEDY2 Inclusion Handbook is aimed at anybody involved in running or working in a sport club, such as a volunteer, a coach, or a club member. The goal of the handbook is to facilitate disability inclusion among mainstream sport providers by sharing SEDY2 project partners’ best practices and inclusive ideas.
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Alcohol Use Disorder (AUD) involves uncontrollable drinking despite negative consequences, a challenge amplified in festivals. ARise is a project using Augmented Reality (AR) to prevent AUD by helping festival visitors refuse alcohol and other substances. Based on the first Augmented Reality Exposure Therapy (ARET) for clinical AUD treatment, ARise uses a smartphone app with AR glasses to project virtual humans that tempt visitors to drink alcohol. Users interact in a safe and personalized way with these virtual humans through phone, voice, and gesture interactions. The project gathers festival feedback on user experience, awareness, usability, and potential expansion to other substances.Societal issueHelping treatment of addiction and stimulate social inclusion.Benefit to societyMore people less patients: decrease health cost and increase in inclusion and social happiness.Collaborative partnersNovadic-Kentron, Thalamusa
The main aim of the project is to provide new research in the arts by focusing on the concept of the inter-sensorial as an essential text for the creation of art and culture. It is designed to foreground the role of the sensorium as an underpinning source for many aspects of thought and cultural heritage. This project will blend visual arts with applied arts and traditional local traditions, revealing new light on the artistic facets and customs which are usually overlooked.The extended residencies will promote transnational mobility for emerging artists, facilitating international relationships between different artistic and cultural contexts within the EU. This will promote transnational interconnectivity between artists and cultures, creating a resourceful intercultural fertilisation, endorsing cultural diversity, social inclusion and most of all, further research on the intercultural facets.Through the various side-activities to take place during the mobilities of the artists, the project aims to strengthen and develop diverse audiences by producing the necessary elements for a dialogue, illustrating interpretations of rich layers of tangible and intangible heritage and legacies of European countries related to the tradition of sensorial experiences and how they evolved around traditional customs. Furthermore, it also aims to rethink and project new and innovative ways for documenting, preserving and communicating data to different audiences.
Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
Centre of Expertise, onderdeel van Hanze